@ropi Hi Ropi, Yea the attacking leader's are "fun". Depending on game settings and plugins (example all factions mod) the AI might send one or more ACU units as portable nukes into your base
Latest posts made by Gladry
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RE: AI-Uveso (v112) - AI mod for FAForever
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RE: AI-Uveso (v112) - AI mod for FAForever
@bude132 said in AI-Uveso (v96) - AI mod for FAForever:
suicide
Depending on whether you can generate enough energy and mass (eg: multiple paragons or the like) you can add and build the mod "Experimental SquareSheilds".
Square edged LARGE shield, lots of damage absorption, and no impact damage to any shielded unit/structure.
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RE: AI-Uveso (v112) - AI mod for FAForever
if bp.Economy then if bp.Economy.BuildCostEnergy and bp.Economy.BuildCostMass ... end if bp.Economy.BuildTime then bp.Economy.BuildTime = end
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RE: AI-Uveso (v112) - AI mod for FAForever
@Uveso said in AI-Uveso (v92) - AI mod for FAForever:
@Gladry
Do you mean the no rush option ?
My AI has special builders for the no Rush Option, maybe i missconfigured the AA builders.
I will check this.Question #1: T1 AA mobile units
- In this game no-rush was not turned on - I assume the answer is about this, in any case no-rush was not on for either question.
- T1 AA mobile were still being built at 18 minutes in, I know as I allied with an Ai-Uveso player and reclaimed (killed) 20+ T1 AAs to remove them - more were built
Question #2: Base planning
- If a ground turret costs as much to build as 4 T1 tanks, and 4 tanks combined do 10% more damage build faster in 80% of the time - it makes sense to build the tanks instead.
- However if someone added a mod which changed the range or DPS, build time, or build cost of the fixed turret, turret would probably be better - especially if range is significantly farther.
- Code might check for this. AI designer might presume tanks or mobile light artillery are go-to solutions, or make comparison code
Question #3: DPS calculation
- In your function CalculatedDPS(weapon)
- your comment states "--Game logic rounds the timings to the nearest tick -- math.max(0.1, 1 / (weapon.RateOfFire or 1)) for unrounded values"
- You use the calculation of actual rate of fire which I have seen mentioned elsewhere, but in no cases have I seen, when mentioned, round up or round down. I don't know for certain (you probably do) if it rounds up or rounds down.
- Will effective rate of 1/rate = 1.66666 end up being 1.7 or 1.6. Rounding up by 0.5, as your code does, will make it 1.7 which of course is slower . 17 game ticks being more than 16 ticks.
- Do you or others know where the FAF lua code that actually decides? I can see if the game code puts the 1/rate value into a variable, and every tick subtracts 0.10 from the value until it is <= 0, that would effectively be rounding up.
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RE: AI-Uveso (v112) - AI mod for FAForever
Was playing on some maps, with initial launch area space restrictions, and your AI was creating Crazy numbers of T1 anti-air mobile units. These units were blocking all of your spaces between buildings and paths out of your initial launch area.
Also even after 20 minutes it was still keeping dozens perhaps 50+ T1 anti-air mobile units. Still blocking engineer and other unit movements in your base.
For base defense, does your AI evaluate static A defenses vs static B defenses (Ie different mods) vs mobile units?
Example:
build time + energy/mass cost and DPS + range of xx mobile tanks vs
BT +E/M and DPS + range of yy turrets?Direct fire vs ballistic units (that can fire over blocking terrain)?
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RE: AI-Uveso (v112) - AI mod for FAForever
Hi Uveso,
Question - better here or in main mods thread? You decide.
I found a mod I liked but with a few bugs.
Your AI automatically uses this mod, if installed.It is "AutoReclaim-dwm" - A series of auto-reclaiming auto-assisting engineering turrets.
I've made most of the fixes, one problem remains.
WIth every faction, except Cybran, if the unit is upgrading to a higher level (1->2 or 2->3) - choosing [stop] causes the unit to (apparently) self destruct. Cybran begins update, continues update, stops update on demand and reverts back to original before upgrade was attempted.Self-destruct because before upgrading, or during upgrading - choosing ctrl-period shows that unit and all other engineers.
However after "self destruct" - ctrl-. shows only other engineers.I have studied the LUA code and .BP definition for the DWM version of Cybran tower. I have used programmer text edtor DIFF tool to compare that to the other faction's towers.
I have edited the other towers to make them as close as possibly the same as Cybran.
Of course Cybran LUA class is CConstructionStructureUnit and UEF is TConstructionUnit and so on. Those difference are expected and left alone.These do NOT appear to be merge units, so I am unsure if existing class member methods for original units are still called by FAF. By which I mean "original game had cybran engineering unit, so any over-write unit with same unit blueprint name does or does not get benefit of code associated with that unit name.
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RE: AI-Uveso (v112) - AI mod for FAForever
About ACU again - any code that can detect whether other AI players also have AIX Omni settings? When AI is playing against other AIX with Omni, don't upgrade ACU with Stealth.
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RE: AI-Uveso (v112) - AI mod for FAForever
@Uveso
Im not sure what version of LUA is being run by FAF, but there is a web page with reference for various versions of LUA.
5.4 version https://www.lua.org/manual/5.4/manual.html#3.4.1I wonder if someone setup a code to check the wall-clock time, and after xx minutes to force a LUA garbage cleanup, if some of the memory problems would go away.
Although from the format of the parameters, it seems like it might only be callable from C language.There appears to be a LUA function for also calling "C style" functions, perhaps combine them if it truly is C function.
int lua_gc (lua_State *L, int what, ...);
Controls the garbage collector.
This function performs several tasks, according to the value of the parameter what. For options that need extra arguments, they are listed after the option.
- LUA_GCCOLLECT: Performs a full garbage-collection cycle.
- LUA_GCSTOP: Stops the garbage collector.
- LUA_GCRESTART: Restarts the garbage collector.
- LUA_GCCOUNT: Returns the current amount of memory (in Kbytes) in use by Lua.
- LUA_GCCOUNTB: Returns the remainder of dividing the current amount of bytes of memory in use by Lua by 1024.
- LUA_GCSTEP (int stepsize): Performs an incremental step of garbage collection, corresponding to the allocation of stepsize Kbytes.
- LUA_GCISRUNNING: Returns a boolean that tells whether the collector is running (i.e., not stopped).
- LUA_GCINC (int pause, int stepmul, stepsize): Changes the collector to incremental mode with the given parameters (see ยง2.5.1). Returns the previous mode (LUA_GCGEN or LUA_GCINC).
- LUA_GCGEN (int minormul, int majormul): Changes the collector to generational mode with the given parameters (see ยง2.5.2). Returns the previous mode (LUA_GCGEN or LUA_GCINC).
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RE: AI-Uveso (v112) - AI mod for FAForever
@Uveso
Hi Uveso,Yes, fixing whatever unit would be great if the error message mentioned what unit caused the error.
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RE: AI-Uveso (v112) - AI mod for FAForever
I think I might have a fix for the FAF code in NIX2 compressed code archive.
The error was
...ver\gamedata\lua.nx2\lua\sim\Unit.lua(3067): attempt to call method `bp.BuildCostEnergy' (a nil value)
The original code and my fix.
ORIGINAL: ----------------------- local scale = math.min(4, math.max(1, (bp.BuildCostEnergy / bp.BuildTime or 1) / 50)) FIX: ----------------------- local scale = 4 if bp.BuildCostEnergy and bp.BuildTime then scale = math.min(4, math.max(1, (bp.BuildCostEnergy / bp.BuildTime or 1) / 50)) end